/usr/share/psychtoolbox-3/PsychDemos/OpenGL4MatlabDemos/DrawDots3DDemo.m is in psychtoolbox-3-common 3.0.11.20131230.dfsg1-1build1.
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% DrawDots3DDemo -- Show fast drawing of 3D dots.
%
% Usage: DrawDots3DDemo([stereoMode=0][, multiSample=0]);
%
% This demo shows how to use the moglDrawDots3D() function to draw 3D dots
% in OpenGL 3D mode. The function is mostly equivalent to
% Screen('DrawDots') for drawing of 2D dots in regular 2D mode.
%
% The first subdemo simply fills the whole 3D scene with uniformly sampled
% random 3D dots, using the special sampling procedure
% CreateUniformDotsIn3DFrustum() which was contributed by Diederick
% Niehorster.
%
% The second subdemo shows how to use a GLSL vertex shader on modern GPU's
% to speed up complex drawing of complex 3D dot fields. It shows a nicely
% shaded, slowly rotating "Utah Teapot". Below the teapot is a primitive
% "sparkling fire" of 100 3D dots, which are lit by OpenGL and whose
% positions are computed in Matlab/Octave on the CPU. The teapot also emits
% a fountain of colorful particles from its nozzle. This fountain consists
% of 10000 particles, and the particle trajectories are computed on the GPU
% by use of a GLSL vertex shader. Please note that this subdemo may be
% pretty boring, not showing the magic fountain, if your GPU doesn't
% support shaders.
%
% The 3rd subdemo is a speed shootout: It draws the same fountain as demo
% 2, but as fast as it can, with sync of display updates to the vertical
% retrace disabled. The fountain is drawn 3 times a 20 seconds duration.
% First with purely Matlab computed trajectories, then with the same shader
% as in demo 2, then again with the shader, but additionally applying
% OpenGL display lists to store all data in the fast VRAM of the GPU to
% gain an additional speedup. At the end of these three benchmark runs, the
% demo will end and print out the average redraw rates attainable by the
% three methods. On a modern system with a modern graphics card, you should
% observe quite drastic speedups of GPU+VRAM vs. GPU vs. Matlab/CPU.
%
% The 4th subdemo simulates a "warp-flight" by creating a particle fountain
% that approaches the viewer, expanding while doing so.
%
%
% Btw. if you are a proud owner of a good 3D stereo setup, or at least of
% some anaglyph glasses, you should try the stereo display option as well,
% e.g., stereoMode == 8 for red-blue anaglyphs.
%
% Pressing the ESCape key continues the demo and progresses to next
% subdemo. Mouse clicks will pause some demos, until another mouse click
% continues the demo.
%
% Optional parameter:
%
% 'stereoMode' if set to a non-zero value, will render at lest the 2nd demo
% in a binocular stereo presentation mode, using the method specified in
% the 'stereoMode' flag. See for example ImagingStereoDemo for available
% modes.
%
% 'multiSample' if set to a non-zero value will enable multi-sample
% anti-aliasing. This however usually doesn't give good results with
% smoothed 3D dots.
%
% History:
% 03/01/2009 mk Written.
% GL data structure needed for all OpenGL demos:
global GL;
if nargin < 2
multiSample = 0;
end
if isempty(multiSample)
multiSample = 0;
end
if nargin < 1
stereoMode = [];
end
if isempty(stereoMode)
stereoMode = 0;
end
if stereoMode
stereoViews = 1;
else
stereoViews = 0;
end
% Is the script running in OpenGL Psychtoolbox? Abort, if not.
AssertOpenGL;
% Restrict KbCheck to checking of ESCAPE key:
KbName('UnifyKeynames');
RestrictKeysForKbCheck(KbName('ESCAPE'));
% Find the screen to use for display:
screenid=max(Screen('Screens'));
if ismember(stereoMode, [4,5]) && IsWin
screenid = 0;
end
try
% Setup Psychtoolbox for OpenGL 3D rendering support and initialize the
% mogl OpenGL for Matlab wrapper:
InitializeMatlabOpenGL;
PsychImaging('PrepareConfiguration');
% Open a double-buffered full-screen window on the main displays screen.
[win, winRect] = PsychImaging('OpenWindow', screenid, 0, [], [], [], stereoMode, multiSample);
if ismember(stereoMode, [6,7,8,9])
SetAnaglyphStereoParameters('FullColorAnaglyphMode', win);
end
Screen('TextSize', win, 18);
% Setup the OpenGL rendering context of the onscreen window for use by
% OpenGL wrapper. After this command, all following OpenGL commands will
% draw into the onscreen window 'win':
Screen('BeginOpenGL', win);
% Get the aspect ratio of the screen:
ar=RectHeight(winRect) / RectWidth(winRect);
% Set viewport properly:
glViewport(0, 0, RectWidth(winRect), RectHeight(winRect));
% Setup default drawing color to yellow (R,G,B)=(1,1,0). This color only
% gets used when lighting is disabled - if you comment out the call to
% glEnable(GL.LIGHTING).
glColor3f(1,1,0);
% Setup OpenGL local lighting model: The lighting model supported by
% OpenGL is a local Phong model with Gouraud shading.
% Enable the first local light source GL.LIGHT_0. Each OpenGL
% implementation is guaranteed to support at least 8 light sources,
% GL.LIGHT0, ..., GL.LIGHT7
glEnable(GL.LIGHT0);
% Enable alpha-blending for smooth dot drawing:
glEnable(GL.BLEND);
glBlendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
% Set projection matrix: This defines a perspective projection,
% corresponding to the model of a pin-hole camera - which is a good
% approximation of the human eye and of standard real world cameras --
% well, the best aproximation one can do with 3 lines of code ;-)
glMatrixMode(GL.PROJECTION);
glLoadIdentity;
% Field of view is 25 degrees from line of sight. Objects closer than
% 0.1 distance units or farther away than 100 distance units get clipped
% away, aspect ratio is adapted to the monitors aspect ratio:
gluPerspective(25, 1/ar, 0.1, 100);
% Setup modelview matrix: This defines the position, orientation and
% looking direction of the virtual camera:
glMatrixMode(GL.MODELVIEW);
glLoadIdentity;
% Our point lightsource is at position (x,y,z) == (1,2,3)...
glLightfv(GL.LIGHT0,GL.POSITION,[ 1 2 3 0 ]);
% Cam is located at 3D position (3,3,5), points upright (0,1,0) and fixates
% at the origin (0,0,0) of the worlds coordinate system:
% The OpenGL coordinate system is a right-handed system as follows:
% Default origin is in the center of the display.
% Positive x-Axis points horizontally to the right.
% Positive y-Axis points vertically upwards.
% Positive z-Axis points to the observer, perpendicular to the display
% screens surface.
gluLookAt(0,0,10,0,0,0,0,1,0);
% Set background clear color to 'black' (R,G,B,A)=(0,0,0,0):
glClearColor(0,0,0,0);
% Clear out the backbuffer: This also cleans the depth-buffer for
% proper occlusion handling: You need to glClear the depth buffer whenever
% you redraw your scene, e.g., in an animation loop. Otherwise occlusion
% handling will screw up in funny ways...
glClear;
% Finish OpenGL rendering into PTB window. This will switch back to the
% standard 2D drawing functions of Screen and will check for OpenGL errors.
Screen('EndOpenGL', win);
KbReleaseWait;
DrawFormattedText(win, 'Now for a ugly demo of CPU based drawing of a uniform random dot field.\nPress ESCape key to continue and to finish a subdemo.', 'center', 'center', [255 255 0]);
Screen('Flip', win);
KbStrokeWait;
% Show rendered image at next vertical retrace:
Screen('Flip', win);
ndots = 1000;
% First version: Does not use occlusion testing via depth buffer, does not
% use lighting. Uses auto-switching between 2D and 3D for simpler code:
% 3D Dots animation loop: Runs until keypress:
while ~KbCheck
% Create random distribution of 3D dots inside our viewing frustum:
[x,y,z] = CreateUniformDotsIn3DFrustum(ndots, 25, 1/ar, 0.1, 100);
% Draw dots quickly: Common dotdiameter is 10 pixels, common color is
% yellow. We move the center of the dots (aka position (0,0,0) to
% position (0,0,10), so the above random transform applies properly:
moglDrawDots3D(win, [x ; y; z], 10, [255 255 0 255], [0, 0, 10], 1, []);
% Show'em:
Screen('Flip', win, 0, 0);
% A mouse button press will pause the animation:
[x,y,buttons] = GetMouse;
if any(buttons)
% And wait for a single mouse click to continue:
GetClicks;
end
end
% Does this GPU support shaders?
extensions = glGetString(GL.EXTENSIONS);
if isempty(findstr(extensions, 'GL_ARB_shading_language')) || isempty(findstr(extensions, 'GL_ARB_shader_objects')) || isempty(findstr(extensions, 'GL_ARB_vertex_shader'))
% Ok, no support for shading.
shadingavail = 0;
else
% Use the shader stuff below this point...
shadingavail = 1;
end;
KbReleaseWait;
if shadingavail
DrawFormattedText(win, 'Now for a beautiful demo of GPU based shading.\nPress ESCape key to continue and to finish a subdemo.', 'center', 'center', [255 255 0]);
else
DrawFormattedText(win, 'Now for another demo of CPU based drawing.\nPress ESCape key to continue and to finish a subdemo.\n\nUnfortunately your GPU does not support vertex shading\nso all following stuff will be pretty boring.', 'center', 'center', [255 255 0]);
end
Screen('Flip', win);
KbStrokeWait;
% Second version: Does use occlusion testing via depth buffer, does use
% lighting. Uses manual switching between 2D and 3D for higher efficiency.
% Creates a real 3D point-cloud around a teapot, as well as a vertex-shaded
% fountain of particles that is emitted by the teapot:
% Number of random dots, whose positions are computed in Matlab on CPU:
ndots = 100;
% Number of fountain particles whose positions are computed on the GPU:
nparticles = 10000;
% Diameter of particles in pixels:
particleSize = 5;
% 'StartPosition' is the 3D position where all particles originate. It is
% faked to a position, so that the particles seem to originate from the
% teapots "nozzle":
StartPosition = [1.44, 0.40, 0];
% Lifetime for each simulated particle, is chosen so that there seems to be
% an infinite stream of particles, although the same particles are recycled
% over and over:
particlelifetime = 2;
% Amount of "flow": A value of 1 will create a continuous stream, whereas
% smaller value create bursts of particles:
flowfactor = 1;
if shadingavail
% Load and setup the vertex shader for particle fountain animation:
shaderpath = [PsychtoolboxRoot 'PsychDemos/OpenGL4MatlabDemos/GLSLDemoShaders/ParticleSimple'];
glsl = LoadGLSLProgramFromFiles(shaderpath,1);
% Bind shader so it can be setup:
glUseProgram(glsl);
% Assign static 3D startposition for fountain:
glUniform3f(glGetUniformLocation(glsl, 'StartPosition'), StartPosition(1), StartPosition(2), StartPosition(3));
% Assign lifetime:
glUniform1f(glGetUniformLocation(glsl, 'LifeTime'), particlelifetime);
% Assign simulated gravity constant 'g' for proper trajectory:
glUniform1f(glGetUniformLocation(glsl, 'Acceleration'), 1.5);
% Done with setup:
glUseProgram(0);
end
if ~ismember(stereoMode, [6,7,8,9])
% Assign random RGB colors to the particles: The shader will use these, but
% also assign an alpha value that makes the particles "fade out" at the end
% of there lifetime:
particlecolors = rand(3, nparticles);
else
particlecolors = ones(3, nparticles) * 0.8;
end
% Maximum speed for particles:
maxspeed = 1.25;
% Per-component speed: We select these to shape the fountain in our wanted
% direction:
vxmax = maxspeed;
vymax = maxspeed;
vzmax = 0.4 * maxspeed;
% Assign random velocities in (vx,vy,vz) direction: Intervals chosen to
% shape the beam into something visually pleasing for a teapot:
particlesxyzt(1,:) = RandLim([1, nparticles], 0.7, +vxmax);
particlesxyzt(2,:) = RandLim([1, nparticles], 0.7, +vymax);
particlesxyzt(3,:) = RandLim([1, nparticles], -vzmax, +vzmax);
% The w-component (4th dimension) encodes the birthtime of the particle. We
% assign random birthtimes within the possible particlelifetime to get a
% nice continuous stream of particles. Well, kind of: The flowfactor
% controls the "burstiness" of particle flow. A value of 1 will create a
% continous stream, whereas smaller values will create bursts of particles,
% as if the teapot is choking:
particlesxyzt(4,:) = RandLim([1, nparticles], 0.0, particlelifetime * flowfactor);
% Get duration of a single frame:
ifi = Screen('GetFlipInterval', win);
% Initial flip to sync us to VBL and get start timestamp:
vbl = Screen('Flip', win);
tstart = vbl;
telapsed = 0;
% Manually enable 3D mode:
Screen('BeginOpenGL', win);
% Enable lighting:
glEnable(GL.LIGHTING);
% Enable proper occlusion handling via depth tests:
glEnable(GL.DEPTH_TEST);
% Set light position:
glLightfv(GL.LIGHT0,GL.POSITION,[ 1 2 3 0 ]);
% Manually disable 3D mode.
Screen('EndOpenGL', win);
% We start with an empty dot array 'xyz' in first frame:
xyz = [];
% 3D Dots animation loop: Runs until keypress:
while ~KbCheck
% I a stereo display mode, we render the scene for both eyes:
for view = 0:stereoViews
% Select 'view' to render (left- or right-eye):
Screen('SelectStereoDrawbuffer', win, view);
% Manually reenable 3D mode in preparation of eye draw cycle:
Screen('BeginOpenGL', win);
% Setup camera for this eyes 'view':
glMatrixMode(GL.MODELVIEW);
glLoadIdentity;
% This is a bit faked. For a proper solution see help for
% moglStereoProjection:
gluLookAt(-0.4 + view * 0.8 , 0, 10, 0, 0, 0, 0, 1, 0);
% Clear color and depths buffers:
glClear;
% Bring a bit of extra spin into this :-)
glRotated(10 * telapsed, 0, 1, 0);
glRotated(5 * telapsed, 1, 0, 0);
% Draw a solid teapot of size 1.0:
glutSolidTeapot(1.0);
% For drawing of dots, we need to respecify the light source position,
% but this must not apply to other objects like the teapot. Therefore
% we first backup the current lighting settings...
glPushAttrib(GL.LIGHTING_BIT);
% ... then set the new light source position ...
glLightfv(GL.LIGHT0,GL.POSITION,[ 1 2 3 0 ]);
% Draw dots of random dot cloud quickly: Common dotdiameter is 5
% pixels, point smoothing is on, but this time we don't set a dotcolor
% at all. This way the color can be determined by OpenGL's lighting
% calculations:
moglDrawDots3D(win, xyz, 5, [], [], 1);
% Compute simulation time for this draw cycle:
telapsed = vbl - tstart;
if shadingavail
% Draw the particle fountain. We use a vertex shader in the shader
% program glsl to compute the physics:
glUseProgram(glsl);
% Assign updated simulation time to shader:
glUniform1f(glGetUniformLocation(glsl, 'Time'), telapsed);
% Draw the particles. Here particlesxyzt does not encode position,
% but speed vectors -- this because our shader interprets positions
% as velocities!
moglDrawDots3D(win, particlesxyzt, particleSize, particlecolors, [], 1);
% Done with shaded drawing:
glUseProgram(0);
end
% ... restore old light settings from backup ...
glPopAttrib;
% Manually disable 3D mode before calling Screen('Flip')!
Screen('EndOpenGL', win);
% Repeat for other eyes view if in stereo presentation mode...
end
% Mark end of all graphics operation (until flip). This allows GPU to
% optimize its operations:
Screen('DrawingFinished', win, 2);
% Create uniform random distribution of 3D dots inside a cube for next
% frame. We do it here after the Screen('DrawingFinished') command, so
% Matlab can compute this random stuff while the GPU is drawing the dot
% clouds etc. --> Parallelization allows for potential speedup.
xyz = [RandLim([1,ndots], -1, 1) ; RandLim([1,ndots], -1, -0.7) ; RandLim([1,ndots], -1, 1)];
% Show'em: We don't clear the color buffer here, as this is done in
% next iteration via glClear() call anyway:
vbl = Screen('Flip', win, vbl + 0.5 * ifi, 2);
% A mouse button press will pause the animation:
[x,y,buttons] = GetMouse;
if any(buttons)
% Wait for a single mouse click to continue:
GetClicks;
end
end
% Now a benchmark run to test different strategies for their speed...
KbReleaseWait;
Screen('Flip', win);
if shadingavail
maxrendermode = 2;
else
maxrendermode = 0;
end
for rendermode=0:maxrendermode
switch(rendermode)
case 0,
msgtxt = 'Testing now Matlab + CPU animation.';
case 1,
msgtxt = 'Testing now vertex shader GPU animation.';
case 2
msgtxt = 'Testing now optimized vertex shader GPU animation by use of display lists.';
end
DrawFormattedText(win, [msgtxt '\nMax test duration will be 20 seconds.\nPress ESCape key to continue and to finish a subdemo.'], 'center', 'center', [255 255 0]);
Screen('Flip', win);
KbStrokeWait;
% Initial flip to sync us to VBL and get start timestamp:
vbl = Screen('Flip', win);
tstart = vbl;
fc = 0;
Screen('BeginOpenGL', win);
glDisable(GL.LIGHTING);
if rendermode == 2
% Predraw the particles. Here particlesxyzt does not encode position, but
% speed -- this because our shader interprets positions as velocities!
gld = glGenLists(1);
glNewList(gld, GL.COMPILE);
moglDrawDots3D(win, particlesxyzt, particleSize, particlecolors, -StartPosition, 1);
glEndList;
end
Screen('EndOpenGL', win);
% For the fun of it, a little shoot-out between a purely Matlab + CPU based
% solution, and two different GPU approaches:
% 3D Dots animation loop: Runs until keypress or 20 seconds elapsed.
while ~KbCheck && (vbl - tstart < 20)
% Manually reenable 3D mode in preparation of eye draw cycle:
Screen('BeginOpenGL', win);
% Clear color and depths buffers:
glClear;
% Compute simulation time for this draw cycle:
telapsed = vbl - tstart;
if rendermode > 0
% Draw the particle fountain. We use a vertex shader in the shader
% program glsl to compute the physics:
glUseProgram(glsl);
% Assign updated simulation time to shader:
glUniform1f(glGetUniformLocation(glsl, 'Time'), telapsed);
if rendermode == 1
% Draw the particles. Here particlesxyzt does not encode position, but
% speed -- this because our shader interprets positions as velocities!
moglDrawDots3D(win, particlesxyzt, particleSize, particlecolors, -StartPosition, 1);
else
% Draw particles, but use display list instead of direct call
glCallList(gld);
end
% Done with shaded drawing:
glUseProgram(0);
else
% Do it yourself in Matlab:
t = max( (telapsed - particlesxyzt(4,:)) , repmat(0.0, 1, nparticles) );
t = mod(t, particlelifetime);
Acceleration = 1.5;
vpositions(1:3,:) = (particlesxyzt(1:3,:) .* repmat(t, 3, 1));
vpositions(2,:) = vpositions(2,:) - (Acceleration * (t.^2));
particlecolors(4,:) = 1.0 - (t / particlelifetime);
moglDrawDots3D(win, vpositions, particleSize, particlecolors, [], 1);
end
% Manually disable 3D mode before calling Screen('Flip')!
Screen('EndOpenGL', win);
% Show'em: We don't clear the color buffer here, as this is done in
% next iteration via glClear() call anyway. We swap asap, without sync
% to VBL as this is a benchmark:
Screen('Flip', win, [], 2, 2);
% Need a fake vbl timestamp to keep simulation running:
vbl = GetSecs;
% Count of drawn frame:
fc = fc + 1;
end
tend = Screen('Flip', win);
avgfps = fc / (tend - tstart);
switch(rendermode)
case 0,
msgtxt = 'Matlab + CPU';
case 1,
msgtxt = 'Shader + GPU';
case 2
msgtxt = 'Shader + GPU + VRAM Display lists';
end
fprintf('Average framerate FPS for rendermode %i [%s] is: %f Hz.\n', rendermode, msgtxt, avgfps);
if rendermode == 2
glDeleteLists(gld,1);
end
% Repeat benchmark for other renderModes:
end
% A last demo: Warp Drive!
KbReleaseWait;
% Respecify StartPosition for particle flow to "behind origin":
StartPosition = [0, 0, -60];
if shadingavail
% Setup the vertex shader for particle fountain animation:
% Bind shader so it can be setup:
glUseProgram(glsl);
% Assign static 3D startposition for fountain:
glUniform3f(glGetUniformLocation(glsl, 'StartPosition'), StartPosition(1), StartPosition(2), StartPosition(3));
% Assign lifetime: 10 x increased for starfield simulation...
glUniform1f(glGetUniformLocation(glsl, 'LifeTime'), 10 * particlelifetime);
particlesxyzt(4,:) = 10 * particlesxyzt(4,:);
% Assign no simulated gravity, i.e., set to zero, so we don't get
% gravity in space:
glUniform1f(glGetUniformLocation(glsl, 'Acceleration'), 0.0);
% Done with setup:
glUseProgram(0);
end
% Reassign random velocities in (vx,vy,vz) direction: Intervals chosen to
% shape the beam into something visually pleasing for a warp-flight:
maxspeed = 1;
particlesxyzt(1,:) = RandLim([1, nparticles], -maxspeed, +maxspeed);
particlesxyzt(2,:) = RandLim([1, nparticles], -maxspeed, +maxspeed);
particlesxyzt(3,:) = RandLim([1, nparticles], 0, 5 * maxspeed);
particlesxyzt(3,:) = 5 * maxspeed;
% Initial flip to sync us to VBL and get start timestamp:
vbl = Screen('Flip', win);
tstart = vbl;
telapsed = 0;
% Manually enable 3D mode:
Screen('BeginOpenGL', win);
% Enable lighting:
glEnable(GL.LIGHTING);
% Enable proper occlusion handling via depth tests:
glEnable(GL.DEPTH_TEST);
% Set light position:
glLightfv(GL.LIGHT0,GL.POSITION,[ 1 2 3 0 ]);
% Manually disable 3D mode.
Screen('EndOpenGL', win);
% 3D Dots animation loop: Runs until keypress:
while ~KbCheck
% I a stereo display mode, we render the scene for both eyes:
for view = 0:stereoViews
% Select 'view' to render (left- or right-eye):
Screen('SelectStereoDrawbuffer', win, view);
% Manually reenable 3D mode in preparation of eye draw cycle:
Screen('BeginOpenGL', win);
% Setup camera for this eyes 'view':
glMatrixMode(GL.MODELVIEW);
glLoadIdentity;
% This is a bit faked. For a proper solution see help for
% moglStereoProjection:
gluLookAt(-0.4 + view * 0.8 , 0, 10, 0, 0, 0, 0, 1, 0);
% Clear color and depths buffers:
glClear;
% Bring a bit of extra spin into this :-)
glRotated(5 * telapsed, 0, 0, 1);
% For drawing of dots, we need to respecify the light source position,
% but this must not apply to other objects like the teapot. Therefore
% we first backup the current lighting settings...
glPushAttrib(GL.LIGHTING_BIT);
% ... then set the new light source position ...
glLightfv(GL.LIGHT0,GL.POSITION,[ 1 2 3 0 ]);
% Compute simulation time for this draw cycle:
telapsed = vbl - tstart;
if shadingavail
% Draw the particle fountain. We use a vertex shader in the shader
% program glsl to compute the physics:
glUseProgram(glsl);
% Assign updated simulation time to shader:
glUniform1f(glGetUniformLocation(glsl, 'Time'), telapsed);
% Draw the particles. Here particlesxyzt does not encode position,
% but speed vectors -- this because our shader interprets positions
% as velocities!
moglDrawDots3D(win, particlesxyzt, particleSize, particlecolors, [], 1);
% Done with shaded drawing:
glUseProgram(0);
end
% ... restore old light settings from backup ...
glPopAttrib;
% Manually disable 3D mode before calling Screen('Flip')!
Screen('EndOpenGL', win);
% Repeat for other eyes view if in stereo presentation mode...
end
% Mark end of all graphics operation (until flip). This allows GPU to
% optimize its operations:
Screen('DrawingFinished', win, 2);
% Show'em: We don't clear the color buffer here, as this is done in
% next iteration via glClear() call anyway:
vbl = Screen('Flip', win, vbl + 0.5 * ifi, 2);
% A mouse button press will pause the animation:
[x,y,buttons] = GetMouse;
if any(buttons)
% Wait for a single mouse click to continue:
GetClicks;
end
end
% Done. Close screen and exit:
Screen('CloseAll');
% Reenable all keys for KbCheck:
RestrictKeysForKbCheck([]);
catch
sca;
% Reenable all keys for KbCheck:
RestrictKeysForKbCheck([]);
psychrethrow(psychlasterror);
end
return;
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